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Custom Kill Team Mission Attempt 1 : Thief in the Knight


Lord Blackwood

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Hello  friends of small Skirmishes 

This is my first attempt at designing a kill team mission  for a campaign  I am working on with a friend , I  figured I  would post it here  as it is meant to be the first of three missions , though admittedly  I have no idea what I am doing for the other two. 

Any Constructive Criticism and feedback would be certainly welcome. 
 

Mission 1: Thief in the Knight

 

Imperial Knight Kill Team

1 Knight Armiger

Uses Standard Armiger Stat line and Points Cost

Apply 1 Household Tradition from Codex Imperial Knights

This unit can never be considered obscured unless it is more than 50% obscured from the firing models Line of Sight.

The Imperial Knight Player subtracts 1 from each roll for initiative.

This kill team cannot select a specialist

This kill team generates 2 command point per turn maximum.

This kill team may both shoot and charge when it declares its intentions in the movement phase but must resolve its shooting first before any movement occurs.

This Kill team may move freely out of combat in the movement phase.

Stratagem: Rotate Ion Shields Add+1 to Ion Shield saves for the rest of the round.

 

Enemy Kill Team

150 points Commanders and Elites Available

The Table

Set up Board densely with Terrain, set up 3 crates in the Imperial Knight Players deployment zone and 3 crates 6 inches from the center of the board but in what is effectively the Imperial Knight Players Table Half.

 

Victory Condition 
At the End of the Game the Kill Team that has scored the most points is the winner.  Players score Victory Points For the following Actions.

 

Stolen Goods:  Any of the 6 Identified Crates may be picked up by an infantry model and carried. The Model Carrying the Item can move and advance as well as still shoot but will drop the crate if engaged in close combat or if it attempts to charge, or is shaken, or knocked out of action.

 

The 3 Crates set up outside the Imperial Knights Deployment Zone are worth 1 point each when they are captured the first time, and 1 additional point if they are carried to the enemy players deployment zone. The 3 Crates set up In the Imperial Knights Deployment zone are worth 2 points when captured the first time and an additional 2 points when carried to the enemy deployment Zone.

 

The Imperial Knight Player Cannot pick up crates but scores 1 Victory Point for Each crate that has not been Picked up by an enemy Model and 1 Victory point for every 2 units it destroys of the enemy Kill team.

 

 

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